Obviously Valve is starting to experiment on a greater scale (that will be a great relief for all the doomsayers ).

One aspect is to give the players means to customize the models with alternative designs provided by Valve. That way Valve can still control the overall integrity of the model (“ensure we don’t break our silhouette based class identification”). Since this is more along the lines of eye candy I see no problems with that. Apparently the head-slots are purely cosmetic (for the moment?), but the bonus items will have impact on the gameplay (which seems quite logical).

I gather that one of the motivations behind the backpack (etc.) is to create a new way to deploy items to the players, offering an alternative road to achievements (“The primary change here is simply the decoupling of achievements and unlockables”).

Basically I think this is a good idea, since the concept of achievements – at least as implemented right now – is pretty stupid. So I’m looking forward that a player can get his hands on bonus items without running through a silly obstacle course (or spend an hour on an achievement server, which renders the issue pointless anyway). If Valve comes up with a way to earn bonus items which is non-obtrusive or even in spirit of the game (which “Kill 6 enemies with your axe in a single life”, “In a single life, get shot, burned, bludgeoned, and receive explosive damage” or “Have 2 enemy Scouts on fire at the same time”is not, not to mention crap like “Cause a dominated player to leave the server” – PUKE).

As far as these new bonus items are concerned we will have to wait and see what Valve comes up with. As I’ve mused before I suspect that at least some of those items will be class-spanning (e.g. fire-proof underwear . This hasn’t necessarily to be a bad thing as long as it’s balanced properly (e.g. fire-proof underwear replacing the melee weapon).

So far I think Valve has done far more things right than wrong, so I’m open to see what they come up with and how they implement these new features. And once they have done that I will wait a little longer to see them correcting some of the aspects which they have gotten wrong. Because whatever you might think of new content, Steam offers Valve a good tool to correct and fine-tune any changes made to the game (as they have done a number of times before).

And, truth to be told, so far I like and approve of many of the new features Valve added to the game with the previous class updates (just to mention a few: Natasha, lvl3 buildings, Kritzkrieg). Many of these items added different layers to the game and enabled alternative, even innovative strategies.

Fair enough about fixing flaws (though the question whether there are flaws from earlier updates - and if, how serious those are - might be open for discussion ... feel free to drop me a note).

However, you can do only so much beta-testing in a closed environment for a multiplayer game and even after extensive testing you will still have to correct and fine-tune things.
And you have to give them credit: So far it appears that they approach the new stuff slowly and carefully.

Nice balanced article here. I agree with cosmetic changes, and the removal of entirely silly achievements and their connection with unlocks. However, not sure I like the idea of managing a backpack and having a collection of items that may or may not affect my abilities. Basically I’m not in favour of a more RTS feel to TF2, and I’m resistant to this change at the moment. I personally would like to see more high quality maps and playing styles. Valve have proven that they can deliver exciting new maps (not community ones mind) and play styles (for example, PL maps were a fantastic introduction).
New maps really seem to drive servers along and get players thinking about their styles. It shakes things up a bit and they could dress it up as a major "pack release" as they do at the moment. Lets face it, the unlockables are really a mechanism for getting more copies of the game sold and getting a bigger following for the game.

You are right that one major motivation behind the new content is to attract new buyers. Also I agree that I would wish for new maps and play styles to expand the game. However, as far as maps are concerned I think we (as a community) fail to capitalize on the potential of custom maps.
As far as new items/weapons are concerned: Of course things could still go terribly wrong, but so far I appreciate the new tactical abilities the new weapons offer and how they force to rethink the game.
The crucial point will always be if Valve is able to keep the class balance intact.